Releases: Raytwo/Cobalt
Version v1.6.0
New feature(s)
- Added support for network based logging on console. Use the following executable to connect to your Switch before or after the game is running.
- Double the size of supported AssetTable conditions to prevent the dreaded blockman.
Version v1.5.0
New feature(s)
Added new event for plugin developers:
ProcInstJump
Notifies the listener when a ProcInst tries to jump to a label
Argument(s):
proc
: &'static ProcInst
label
: i32
Version v1.4.1
Version v1.4.0
New feature(s)
Added support for new Lua commands:
HasPurchasedSeasonPass
Returns a boolean to check if the player owns the season pass
Argument(s):
None
Example:
-- Check if the player has the purchased the Season Pass.
local result = HasPurchasedSeasonPass()
if result == true then
Log("Owns season pass")
else
Log("Does not own season pass")
end
Version v1.3.1
Bugfix(es)
- Fix an issue with file addition that caused issues with bundles of the Sprite and Texture2D kind (levelup thumbface, loading icons, ...).
- Remove trilinear filtering on replaced job sprites.
Version v1.3.0
CHANGE:
- If you downloaded the update prior to this message, please redownload it, as the job icons were also filtered by accident.
Improvement(s)
- Every runtime sprite replacement will now perform trilinear filtering, which will make them smoother to look at.
New feature(s)
- Load new bond ring face sprites from
/patches/icon/face/
.
Dimensions (in pixels): 300x300
Note
- Files are expected to be in
PNG
format and use the same naming convention as inside of the SpriteAtlas. - Trilinear filtering has not been applied on those, as I think they're never downscaled. Should I be mistaken, a later update will address this.
Version v1.2.0
Bugfix(es)
- Crashing should not happen anymore if opening the skill inheritance on the Sortie with all your units being deployed.
Improvement(s)
- Forge is not accessible from the Sortie anymore until unlocked through story progression.
- Various improvements for file addition, meaning more files should be supported without an update.
- Background changes to allow for custom maps.
New feature(s)
- Load new facethumb sprites from
/patches/icon/facethumb/unit/
,/patches/icon/facethumb/emblem/
,/patches/icon/facethumb/bond/
.
Dimensions (in pixels): 188x74
Note
Files are expected to be in PNG
format and use the same naming convention as inside of the SpriteAtlas.
Version v1.1.1
Bugfix(es)
- Perform some internal changes for plugins.
Version v1.1.0
New Feature(s)
Global settings
button has been added to the Cobalt menu. Settings that apply beyond the scope of a loaded game will be found there from now on (such as theSkip Opening Cutscene
setting).- (For plugin devs) New API to register settings to the previously mentioned
Global settings
menu. - (For plugin devs) Event system has been added to listen for things happening in the game or Cobalt, such as a savefile being loaded. More information and example(s) to come in the plugin hub soon.
Improvement(s)
- Support file addition for
.xml
files (such as dispos).
Bugfix(es)
- Properly display item sprites in some menus where they'd display a white square instead (by @Tildehat).
Change(s)
Skip Opening Cutscenes
has been moved to theGlobal settings
menu.
Version v1.0.0
Changelog
New Feature(s)
- Plugins can now be used for code modding! Head over to the Wiki page for instructions and some rules surrounding distributing them.
Improvement(s)
- More strings are localized.
Note
You may have noticed this is actually version 1.0.0 of Cobalt, which makes it the first release considered "stable"!
Now let's not pretend, Cobalt is far from being considered finished and stable, but I feel like we reached a point where it can be said that most of the core features are present and (for the most part) functioning.
Part of why I chose to make this specific release the 1.0.0 one is because I've been noticing a lack of ambition from the community and decided that if people are going to stick to XML edits, I might as well focus on making mods I'd like to see happen myself.
This essentially means that from now on, we'll be slowing down a bit on the quality-of-life changes and polishing.
You may also have noticed that the frequency of updates so far has been quite high (this is actually the 69th Cobalt release, which is nice) and this means having to choose between working for the community or working for ourselves, and sadly, the first choice hasn't quite paid off like I wanted it to.
Both @DogeThis and I (@Raytwo) will still be around and working on Cobalt on-and-off, adding features when we feel like it and fixing nasty bugs, but it'll be less proactive for my part.
Despite these pretty negative declarations, I do have a roadmap for Cobalt and features in the short and long term, which I'll probably share soon-ish in a Discussions post when ready. Feel free to drop some feedback when the time comes.
As usual, remember that the Wiki is editable by anyone and can always use some polish to make modding more accessible to newcomers.
We are also looking for help with localizing Cobalt in other languages than English for those who feel like giving a hand on a small task.
Finally, the community is slowly moving to a new Discord server with less chitchat and more modding talk so if you'd like to discuss with the Cobalt team or ask questions, feel free to join!
See you around, and thanks for using Cobalt.